Upgraded and improved, Nerdy's Curios API plugin introduces a new mod element to MCreator, called the "Curios Bauble". This element allows you to create curios items that can be equipped in curios slots, and also gives you the option to render a custom 3D model on the player while worn. More functionality is provided by global triggers, procedure triggers of the element, and new procedure blocks.
Example
You can also create your own custom slots and use them instead
This is a Java Plugin and therefore requires the Java Plugins feature to be enabled
Changelog
Version 5.2 changelog
-Fixed curios baubles not being equippable in their slots
Version 5.1 changelog
-Ported to MCreator 2024.2 and neoforge 1.20.6
Version 5.0 changelog:
-Support for MCreator 2024.1
-Support for neoforge 1.20.4
Version 4.9 changelog:
-Added the curios slot mod element, so you can now use custom slots for your baubles
Version 4.8.1 changelog:
-Fixed curios element and global triggers causing build errors in 1.20.1
-Made it impossible to save curios mod elements without enabling the API first
Version 4.8 changelog:
-Support for MCreator 2023.4
-Bauble items can now have item states
Version 4.7 changelog:
-Ported to 1.20.1
Version 4.6 changelog:
-Support for 1.19.4 and 2023.2 EAP
-Dropped support for 2023.1 due to incompatibilities in the code
Version 4.5.1 changelog:
-Removed the version MCreator limit so I dont need to constantly update the plugin
Version 4.5 changelog:
-Support for the 2023.1 release
Version 4.4 changelog:
-Dropped support for 2023.1 snapshot 2
-Support for 2023.1 snapshot 3
Version 4.3 changelog:
-Dropped support for 2022.4 snapshot 1 due to incompatibilities in the code
-Updated to the 2023.1 snapshot 2
-Fixed the plugin attempting to load in unsupported versions
-Fixed the curios equip global triggers causing build errors with the world dependency
Version 4.2 changelog:
-Made model rotation while sneaking optional in bauble properties
-Made model pose translation while sneaking optional in bauble properties
Version 4.1 changelog:
-Fixed bauble models not rotating when the player sneaked.
Version 4 changelog:
-Dropped support for 1.16.5
-Dropped support for 2022.1, 2022.2
and 2022.3 due to incompatibility in the code
-Converted to a java plugin to add a new element
-Added the curios bauble element
-Curios slots are now assigned automatically
-Added new triggers and properties for curios baubles
-Added the option to render java models while the bauble is equipped
-Updated the curios api version of 1.18.2
-Removed the duplicate bauble is equipped/unequipped global triggers
-Added 3 new procedures under the Curios API category
Version 3 changelog:
-Added support for forge 1.19.2
Version 2 changelog:
-Added curios return triggers to 1.16.5
Version 1 changelog:
-Removed support for Curio unequipped trigger for generator 1.18.2
-Added new triggers exclusive to 1.18.2 generator:
On curios slot change, return equipped item
On curios slot change, return unequipped item
-Fixed world triggers causing build error
Old tutorial for version 3: https://mcreator.net/forum/91252/tutorial-creating-functional-curios-ba…
Comments
I've been working with this plugin for a little bit, but I ran into a new problem that I don't understand. I have a procedure running for an effect every tick, and I want it to check if the player as a curios item equipped. If not, it runs the rest of the procedure for the effect that tick, and if so, it prevents the effect from being active. But every time I try to implement "does entity have curios item equipped" as a condition, the procedure breaks and returns an error, preventing it from compiling.
Does anyone know why this is?
I did a test, and I figured out that it fails to compile when I put a "not" in front of the "Does event/target entity have a ___ equipped".
It compiled without too much issue when it was only the "Does entity have __ equipped", and while I can work with that, the logic would be a little awkward to write out since the idea in my mod is that the curio item protects you against negative effects and the effect only happens if the item is not present. So I am both curious and confused why something so simple as just having the "not" present made the procedure fail to compile.
I also ended up having trouble in other procedures using the curio procedure components even when the "not" is not present. Do I need to be using a specific global trigger for curio components to work? I am merely trying to check if the player has a certain curio equipped or not, and if not to perform an action but if so to do nothing.
Am I missing something in this? I can provide screenshots or examples if it helps. I am working in 1.18.2 with the latest version of the Curios API plugin on MCreator 2023.1.
After some fumbling and bumbling (and some days off), I think I may have. I re-downloaded the plugin, and I think I had the wrong one for the version of MCreator I was using. Perhaps that's your problem too? Just check which version of MCreator you're using and pay attention to Nerdy's "MCreator 20__._ ONLY" on each version of the plugin to get the right one. I think I messed up and didn't remember to swap which version I had when moving from one version of MCreator to another.
can you add a way to get an item from an specific curio slot. I'm trying to create a procedure the displays all the curios you have equipped but can't since there's no proper way to get curio slots without using custom code. And the curio iterator block only searches for one specific item.
hi, I just made a test model for the player model and when I equipped the model it was not visible on the player, I checked all the boxes and loaded the model into my block